Move shader caches to VideoCommon

This commit is contained in:
Stenzek
2018-02-25 01:15:35 +10:00
parent 24df896eb8
commit dec0c3bce8
48 changed files with 1448 additions and 3346 deletions

View File

@ -224,7 +224,7 @@ std::tuple<VkBuffer, u32> Renderer::UpdateUtilityUniformBuffer(const void* unifo
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
m_graphics_pipeline = static_cast<const VKPipeline*>(pipeline);
StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline));
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
@ -305,7 +305,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
// Build commands.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_graphics_pipeline->GetPipeline());
StateTracker::GetInstance()->GetPipeline()->GetVkPipeline());
if (vertex_buffer != VK_NULL_HANDLE)
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vertex_buffer, &vertex_buffer_offset);
@ -759,9 +759,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Clean up stale textures.
TextureCache::GetInstance()->Cleanup(frameCount);
// Pull in now-ready async shaders.
g_shader_cache->RetrieveAsyncShaders();
}
void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region)
@ -975,10 +972,8 @@ void Renderer::CheckForConfigChanges()
RecreateEFBFramebuffer();
RecompileShaders();
FramebufferManager::GetInstance()->RecompileShaders();
g_shader_cache->ReloadShaderAndPipelineCaches();
g_shader_cache->ReloadPipelineCache();
g_shader_cache->RecompileSharedShaders();
StateTracker::GetInstance()->InvalidateShaderPointers();
StateTracker::GetInstance()->ReloadPipelineUIDCache();
}
// For vsync, we need to change the present mode, which means recreating the swap chain.
@ -1021,8 +1016,6 @@ void Renderer::BindEFBToStateTracker()
FramebufferManager::GetInstance()->GetEFBClearRenderPass());
StateTracker::GetInstance()->SetFramebuffer(
FramebufferManager::GetInstance()->GetEFBFramebuffer(), framebuffer_size);
StateTracker::GetInstance()->SetMultisamplingstate(
FramebufferManager::GetInstance()->GetEFBMultisamplingState());
m_current_framebuffer = nullptr;
m_current_framebuffer_width = FramebufferManager::GetInstance()->GetEFBWidth();
m_current_framebuffer_height = FramebufferManager::GetInstance()->GetEFBHeight();
@ -1125,21 +1118,6 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
num_clear_values);
}
void Renderer::SetRasterizationState(const RasterizationState& state)
{
StateTracker::GetInstance()->SetRasterizationState(state);
}
void Renderer::SetDepthState(const DepthState& state)
{
StateTracker::GetInstance()->SetDepthState(state);
}
void Renderer::SetBlendingState(const BlendingState& state)
{
StateTracker::GetInstance()->SetBlendState(state);
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
// Texture should always be in SHADER_READ_ONLY layout prior to use.